Do your combats take a lot of Real Time to play out? Why?

Quasqueton

First Post
A concept that I constantly see on this board is that D&D combats take a long time to play out. I’ve seen it mentioned thrice just today (that’s why I’m posting this now). Often, the unit of time given for D&D combats is “hour” or “hours”.

One comment today was about wandering monsters, “It's supposed to be just window dressing, and I don't want to waste one hour on that. It's either a 10 to 20-minute battle or nothing at all.”

The most astonishing such comment I’ve seen in this forum (though not today) was, “5 rounds takes 3 hours to play out.”

And no one responds to these statements with any astonishment or surprise. It’s as if such statements are universally accepted fact. Now, the thing that astonishes me about this, is not that some people may experience ridiculously-long (in Real Time) battles, but that it seems to be the common experience.

I used to play with a group that took extraordinary amounts of time to do *anything*. Combat was especially maddening for me. A single combat round took about 20 minutes to play out. The worst situation was a 2 hour battle against 5 normal skeletons. And we were 7th level!

Each Player took many minutes to decide exactly what he wanted to do in his round. The DM answered a barrage of questions for each potential action: "Is the BBEG looking at me? If I move over here, will he get an attack of opportunity? Can I sheath my bow and pull out my greatsword and charge him?" Etc. Players would move their mini on the battlegrid, get told that movement draws an AoO, and then change their minds. They'd count out the movement from one point to another to get the exact measurements. They'd draw area of effects out on the battlemat before deciding whether to cast fireball.

I mean, it was absolutely absurd. And terribly frustrating for me. I can't stand sitting on my hands for 20 minutes waiting for my one 6-second action to come back up. The DM had some really cool combat encounters, but what should have been fast and furious and exciting action bogged down into long, drawn out ordeals listening to all the Players calculate out every possible action for each Player in turn. It even took a ridiculous amount of time for someone to decide just to do another full attack.

Out of an 8 hour game session (every other week), we'd have 6 hours spent on 2-4 combats. Maybe a total of 10-15 rounds. After a couple combats, I started timing them with my watch. I noted and recorded the time, so my statements here are not guesstimates. I had hard evidence. I had to quit that group because I just couldn't take it.

Since that group, I’ve played in two others groups (including my current). I’ve not experienced that problem again. My current group has had several combats that lasted over 20 rounds, and 1 to 1.5 hours Real Time. We’ve had one combat that lasted 55 rounds, but took less than 2 hours to play out.

Out of curiosity, I’ve been timing the combats in my game. I’ve not timed *every* combat, and some data (written on pieces of paper among all my DM notes) got lost, but I’ve timed enough to see the pattern for our group. Below is a sample of that data:
Party: 5 combatants of ~7th level

Combats:

3 monsters, EL7, 4 rounds, 17 mins (4.25 min/rnd – 32 seconds/combatant)

3 monsters, EL6, 3 rounds, 7 mins (2.33 min/rnd – 17.5 seconds/combatant)

7 monsters, EL6, 3 rounds, 7 mins (2.33 min/rnd – 17.5 seconds/combatant)

8 monsters, EL6, 2 rounds, 6 mins (3 min/rnd – 13.8 seconds/combatant)


Party: 6 combatants of ~7th level

Combats:

6 monsters, EL7, 4 rounds, 25 mins (6.25 min/rnd – 31.3 seconds/combatant)

1 monster (“respawned” 4 times), EL6, 3 rounds, 2 rounds, 2 rounds, 2 rounds, 6 rounds, 49 mins total (3.27 min/rnd – 28 seconds/combatant)


Party: 5 combatants of ~8th level

Combats:

5 monsters, EL11, 7 rounds, 28 mins (4 min/rnd – 24 seconds/combatant)

7 monsters, EL17, 9 rounds, 55 mins (6.1 min/rnd – 30.5 seconds/combatant)


Party: 4 combatants of ~6th level

Combats:

2 monsters, EL4, 2.5 rounds, 6 mins (2.4 min/rnd – 24 seconds/combatant)

12 monsters, EL7, 4 rounds, 16 mins (4 min/rnd – 15 seconds/combatant)

5 monsters, EL5, 5 rounds, 22 mins (4.4 min/rnd – 29.3 seconds/combatant)


Party: 5 combatants of ~7-9th level

Combats:

12 monsters, EL8, 2 rounds, 12 mins (6 min/rnd – 21.2 seconds/combatant)

12 monsters, EL8, 1 round, 3 mins (3 min/rnd – 10.6 seconds/combatant)

6 monsters, EL6, 2 rounds, 6 mins (3 min/rnd – 16.4 seconds/combatant)

6 monsters, EL6, 2.5 rounds, 7 mins (2.8 min/rnd – 14.3 seconds/combatant)

6 monsters, EL6, 5 rounds, 9 mins (1.8 min/rnd – 9.8 seconds/combatant)

8 monsters, EL7, 4.5 rounds, 11 mins (2.44 min/rnd – 11.3 seconds/combatant)

8 monsters, EL7, 3 rounds, 6 mins (2 min/rnd – 9.2 seconds/combatant)

3 monsters, EL6, 2 rounds, 7 mins (3.5 min/rnd – 26.3 seconds/combatant)

1 monster, EL7, surprise round, < 60 seconds (* min/rnd)

4 monsters, EL7, 5 rounds, 11 mins (2.2 min/rnd – 14.7 seconds/combatant)

3 monsters, EL6, 4.5 rounds, 7 mins (1.56 min/rnd – 11.7 seconds/combatant)

4 monsters, EL7, 5 rounds, 10 mins (2 min/rnd – 13.3 seconds/combatant)

4 monsters, EL7, 6 rounds, 16 mins (had to look up a rule, and had a brief argument) (2.67 min/rnd – 17.8 seconds/combatant)

4 monsters, EL7, 4.5 rounds, 9 mins (2 min/rnd – 13.3 seconds/combatant)

4 monsters, EL7, 6 rounds, 13 mins (2.17 min/rnd – 14.5 seconds/combatant)

********************************

Average mins/round for the total: 3.1 mins/rnd

3 mins/round = ~90 seconds for DM (who has far more to do), ~22.5 seconds per Player
My group (of 3-6 Players in the above data) consists of a mix of Players who absolutely know the rules (at least for their own character) and never need to reference the books or ask the DM (me) anything, to Players who don’t know what BAB means and have to look up a rule every time (regardless of how many times they’ve already looked it up) and require the DM’s attention and guidance constantly, and all those variations in between.

I don’t think my Players know that I’m timing the combats – I’ve not kept it a secret, but we’ve never discussed it, and I don’t think they care. So there’s no timer hanging over anyone’s head about their turn in the combat. This time tracking is just something I do and never talk about with them. We could go even faster if I hounded everyone about it, but everyone seems fine with the current speed of combat play.

So this makes me wonder: Is my group the anomaly, that our combats go quickly in Real Time? Is it really the common experience that combats take hours to play out in other people’s games?

Looking at the average in the data, a combat would have to go over 20 rounds to break the 1 hour Real Time mark. And a 20-round combat is usually quite the epic event.

As a wider experiment, could any other DMs (or maybe Players) out there start timing their combats? I just write down the time when I call for initiative, and then write down the time when we drop out of the initiative count (usually when all enemies are defeated, or the party retreats out of range, or anything like that). [I don’t note seconds, just the hour and minutes, such as 8:43, 8:56.]

What is going on in your group that your combats take hours to play out? I’m genuinely curious about this.

Quasqueton
 
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We are currently at low epic levels (24th), and one encounter can take an evening, sometimes two. Why? Truckloads of hit points, damage reduction, immunities, resistances, healing magic, etc. Plus the usual "real world" interferences, etc. But I don't mind...we're all having a good time.

We also have the occassional "3 rounds and your out" battle where the foe had a major weakness and the party exploited it, rather through dumb luck or in-game knowledge.

At low levels are fights used to go much faster, mostly due to lack of options. We had less fun then.
 

I think every group at least starts with combat taking "too long".

For DnD, combat took a really long time. It didn't help that we had a summoner. He doesn't feel like he's doing something unless he summons every round. Elementals don't die quickly, either, so his action took a lot of time. A lot of the proposed solutions (eg roll the d20 and damage dice at the same time, or roll all your iteratives with multi-colored dice, etc) did not work for our group.

The time in combat seemed dependent mainly on level, number of NPCs and mapping. The group was large, and it's generally a better idea to use lots of NPCs rather than a few powerful NPCs (and here, NPCs means monsters, not just classed humanoids). Unfortunately, this just slows things down.

And, of course, counting out AoEs, distances, etc, took time. Players don't want to die because their buddy accidentally dropped a Fireball on them, so I'm not surprised at this.

IME, for my Modern campaign, the way I was mapping combat really slowed it down. I used graph paper. This meant the players couldn't really see what was going on until their turn. Each time someone's turn came up, they would have to figure out what they were going to do, where their buddies were, etc, and then count out squares or what not.

Now I use a modified battlemat (half inch squares). We use a ruler (1 inch = 10 ft), so figuring out diagonals doesn't take long. We need to get a meter stick (with inch measurements) for high speed characters who want to run sometime. The game goes much faster now.
 

My game starts somewhere between 7pm and 8pm, winding up no later than 11pm. With outside issues such as my daughter interrupting play to demand attention, we can squeeze in 3 hours of play if we're lucky, but 2 hours is more likely. Last game my 'opening encounter' for the adventure took the whole session. 4 PCs (15th level Gestalts) and a cohort vs. 6 devils of various stripes took the entirety of the evening. Part of the problem is I had to look up some of devil's spell-like abilities, but another part of the problem is that the players have so many options some of them can't make a decision without deliberation and lengthy consultation with the rules.
 

My combats don't take long. I use an initiative card system and the guys are very into the habit of taking care of that quickly and putting their cards in order for me while I get NPC/monster initiative cards ready. Then it's boom, boom, boom. i also pre-stat/pre-calculate enemy spellcaster spells using a calculating spreadsheet I can copy and paste into my notes.

The things that takes the longest... 1) players who don't know their characters abilities and try to look them up when it's their turn; if it takes too long I just say "you go total defense for a round or hold your action until you are ready"; 2) some rules situations that don't come up a lot (grappling is the usual suspect). Other than that, I have had players constantly surprised at how quickly their turn comes up.

In other games, the things that take the longest are as above, particularly less rules-savvy players who want to use one of their abilities (multi-shot or flurry of blows or whathaveyou) but just don't know how they work and have to have them explained every single time. Frustrating!
 

I have always been interested in the length of combats round-wise - other 3E D&D players are shocked when I say the average length of combats in my game is somewhere around 13 rounds.

However in terms of real time, I have never timed the combats - but I do know that rarely has the average combat taken more than 90 minutes (and that is a generous guess in terms of time - it might be closer to an hour) and this is out of a 6 hour session.

I've never had complaints from my group that combats are too long or drag at all - and I keep players moving in terms of taking their actions and anyone who is not immediately ready after one warning is considered "Delayed".
 

el-remmen said:
I have always been interested in the length of combats round-wise - other 3E D&D players are shocked when I say the average length of combats in my game is somewhere around 13 rounds.

I'd say that's about average for my groups as well.
 

Just for the record I am a player in my group and not the DM.

For my group it can range from very fast to sleep-inducing slow. There are a couple of thing I have noticed that make a lot of difference:

1) Number of particpents in the fight. Cohorts, animal companions, summoned critters, etc. The higher the number of minis on the table - the longer the fight takes. This makes sense since a single round would have more actions taking place, but it is amazing how much longer just two or three more markers on the battlemap can make a fight go.

2) Complexity of participents. As Shade mentioned, the lower level fights take a shorter amount of time partly because of the lack of options. More options means more work for the players and DMs to keep track of stuff and usually means lower damage per attack which means more attacks needed to kill something.

2.5) Players deciding ahead of time what to do. Heavily related to #2. It is amazing, to me at aleast, that some players pay no attention to the battlemap if something isn't happening to them right that instant. Then they need to reexamine the battlemap and figure out the best option for what they can do. At higher levels this gets even worse when there are more options available. Our group had one player that loves crazy characters (both mentally crazy and wierd builds). He had a tendancy to talk to other players when it wasn't his turn and was completely oblivious to the combat. Whith his wild and crazy builds he wasn't sure half-the-time what he could or could not do. I was about to strangle him over his pact magic character.

I think 2.5 is really where stuff slows down. If something major happens just before your turn (PC goes down, Big Bad monster goes down, monster charges across map) a few second to rethink your options isn't a problem. I try to keep two or three options in my head so my turn can (hopefully) go rather quickly. But this requires me to know what my character can do and for me to pay attention to the events happening on the table.

If you will excuse me for a second...

[frustration]
Come on people!!!! Pay attention!!! My turn WILL affect your action!!!!
[/frustration]

Whew! Thanks. I needed that.
 

For us speed is mostly determined by the number of options available (mostly spells) and the difficulty of the encounter.

If the encounter is high EL they spend more time making decisions (because they are more important) with regard to spells and tactical options.

Whereas easy encounters they speed through because there's not as much pressure.

Basically once the players have dozens of possible spells/abilities then things slow down.

For the non-spell casters dice rolling/resolution eats up more time (to hit, concealment, damage, special effect saves, DR, resistances, fast healing, regen, etc.)
 

I hope this thread gets some input. Our group has had issues/talks about this subject.

Our worse case:
Party: 6 players and one animal companion

7 monsters of CR 1 (Monstrous Scorpion, Medium), about 9 rounds, about 4 hours :( (30 min per round, 2.14 min per combatant)

There are some extenuating circumstances.

The fight took place in a room/hallway. The groups big (only) fighter was grappled very early right near the door. The party was never able to spread out and get very much 'metal on target'.

We are using Fantasy Grounds and Team Speak to play. We think this slows things down some as well.

Some of the group are either new to DnD or 3.5.

My first time DM'ing (not that this game was my first time... but I'm still kinda new. About a year now total).

Some of our players like to talk over what they will do ala the OP first group he talks about.


I've asked the players to be ready when their turn comes up. We've moved from Team Speak to Skype to get less delay in the voice comms. I've not timed a fight yet but we should have some nice ones coming up soon so I can get some hard data.

rv
 

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